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Posts
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Joined
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Or you could just copy from 40K
They've got Chainswords (Broadsword, Katana anbd Dual Blades), Chain axes (Battle Axe), Chain Fist (Claws) and I seem to recall a few Ork models with chainsaw based bayonets -
Here's how I tend to view it:
Buff Pros:
Work the same regardless of team speed
Are unaffected by difficulty settings
Are unaffected by enemy resistances
Buff Cons:
Are generally weaker than debuffs
Most of them don't have enhanceable magnitudes
Don't always scale up with team size (and rarely scale up above the standard 8-man team)
Debuff Pros:
Are generally stronger than buffs and most have enhanceable magnitudes (and sometimes better enhancement values)
Once they are cast on an enemy they work for all players engaging him
Require less time to use than buffs (on average)
Debuff Cons:
Are subject to the purple patch and enemy resistances
Have reduced effectiveness on fast moving teams -
I love having SB cast on me but I never hold it against a kin if they aren't using it. Part of the reason is that I suck at remembering single target buffs myself so it's hard for me to resent other people not using them. The second reason is that I consider speed boost and the other similar buffs (basically any single target buff with a short recharge) to be very poorly designed. Recasting this buffs every 90seconds/4minutes in not going to be considered fun gameplay for the vast majority of people, there are much better options for implementing this that increase the fun factor without affecting balance. Finally Kinetics offers plenty of good powers besides Speed Boost, it's a nice power but not the defining power of the set. Contrast with a set like Force Fields where the personal bubbles and idspersion field are basically the defining powers; the other powers are nice but soft capping defense is what the set is really about.
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Defenders. Support the team and destroy your foes. What more could you want?
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Quote:You get the Hell and Back accolade (ewhich IS mentioned on the page.Can I please get clarification from other players on the item I highlighted?
The link does not say anything about receiving any "accolade." -
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For squishy characters like Defenders and Blasters I think I'd still prefer defense but for melee characters I can see some advantage in resistance if it was effective.
In terms of actually making it effective I think three things need to be done:
1. Replace all single resistance bonuses with double resistance bonuses (i.e. a Small Smashing resistance bonus would become a Small Smashing/Lethal Resistance bonus)
2. Increase the [url=http://wiki.cohtitan.com/wiki/Invention_Origin_Enhancement_Set_Bonuses#Base_Valu es]base value[/quote] of the double resistance bonuses from 0.63% to somewhere between 1.25% and 2.5%
3. Increase the number of resistance bonuses available either by adding new sets or replacing less useful bonuses in existing sets (*cough*debt protection*cough*)
As for why:
1. This is basically for the same reason typed defense bonuses were all doubled up, using IOs to build up 8 different resistances sucks, building up 3 or 4 is a lot more reasonable
2. As others have said 1% defense is worth more than 1% resistance, generally people use a 1:2 ratio so since defense bonuses have a base value of 1.25% resistance needs at least that to be comparable to typed defenses, personally I think 2.5% would be a bit to good in part because resistance bonuses tend to come earlier than defense bonuses so I'd probably use 2% as the base value.
3. There are a severe lack of sets with resistance bonuses in general. Even if the other two changes were implemented actually building up resistance would be hard withotu adding decent resistance bonuses in higher end sets. -
Hmmmm.... I have a Logitech gaming mouse (forget exactly which one) and I haven't had any problems using the side buttons. So standard checks would be download the lastest drivers and install those and make sure that (as StarGeek said) you're using the correct button names.
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I did Traps/AR and it is awesome. AR is the King of AoE damage for both Blasters and Defenders. Traps gives me the survivability I need to go to town (not to mention that Ignite does Blaster level damage since they didn't make a new psedo pet).
Also, given the title of your post you make an Emo-themed Traps/Dark defender -
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Quote:Nope the reason the devs implemented the red star system was (in part at least) to cut down on support tickets filed regarding SGs where multiple people had the "top" rank. As far as customer service is concerned the person with the red star has the final word on all decisions related to the SG.I know a number of the former SG members that worked very hard for that SG and would have liked to have had it if for no other reason the name. So my question is! Is there anything that can be done to prevent this from happening again or is there a way for the former SG members to be able to get their SG back that they worked so hard for?
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I don't think the situation is bad enough yet to necessitate devaluing inf. Besides as Rodion said, unless something is done to fix the basic problems it is, at best, a bandaid.
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i suspect the goal is simply to make the market changes as painless as possible to implement for devs. Removing the last 5 sales data completely would be an extremely bad idea since players would have no ability to judge the price of items whatsoever and prices would fluctuate even more wildly than they currently do.
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I figure for Dominators they'll make completely new APPs. Based on the current PPPs it's a good bet that two of the powers will be the Targeted AoE from a Blast set and the shield power from the equivalent Controller/Defender APP. Other than that they mostly have defensive panic buttons, minor debuffs or endurance recovery powers and there are quite a few places they can draw those from.
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Quote:I suspect it's done that way deliberately to encourage you to use the "correct" set of Epics for your current side.What bothers me about this is what happens when they change a power and have to give out a respec? Presumably you can change back to proper faction to get the correct selection of ancillary power pools, but in the same chat it was said that moving one degree takes approximately one week of work.
Personally I was hoping they would have APPs for all ATs regardless of alignment and then have the PPPs and new heroic PPPs based on your alignment. That would also allow them to add new APPs without running into the problem of it being unfair to villains since there aren't any new patrons to give out new PPPs. -
Quote:That is really misrepresenting the situation slightly. Fiery Assault only has one true Melee attack, correct. However it is still built very differently from a Blast set. In particular it lacks a tier 9 nuke and a ranged targeted AoE which are staples of blast sets. Instead it's second AoE is (like most Assault sets) a PBAoE with a 15ft range, something that is unusual but not unheard of in melee/assault sets.Well, Fiery Assault only has one melee attack, and /Fiery Assault users have skipped it.
So even using Fiery Assault as a template to converting DP to an assault set you realistically have three powers that need replacing:
Rain of Bullets (assault sets only have one ranged AoE, which is always a cone)
Suppressive Fire (assault sets don't get mez powers for obvious reasons)
Hail of Bullets (assault sets don't get nukes, even mini-nukes)
You could probably make a decent set by replacing those three with some combination of powers from Martial Arts (reanimated to avoid redraw obviously) although personally I'd still prefer Sword and Pistol. -
I'd prefer a Sword and Pistol Assault set rather than trying to make a bunch of variations on "pistol whip" to fill out a Dual Pistols based Assault set.
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Quote:Agreed. Giving the wording I'm thinking it might be a "daily mission" type setup. As in the actual playtime required isn't to high but you're required to spread it out over a period of time. I'm not normally a big fan of daily quests but this is the sort of situation where it makes sense.That's what I expect as well. It's just that I have a number of characters who will be switching at least one side (and one that will be going from Villain to Vigilante). I just hope that it's more a timer issue, rather than actually taking a full week of missions to swap.
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It's to distract the citizens from the lack of buses.
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It's mostly a semantic difference. In general Trials are focused around a single set-piece missions in a fixed location while TFs are a series of missions potentially all over the city.
There also used to be a difference in the rewards, before merits Trials and TFs had different pools for recipe rewards. Now the only difference is that most Trials have a reward option other than Merits (the Cavern of Transcendence being the exception) while most TFs don't (LRSF and STF are the exceptions).
Also the badges awarded for Trials all use the same graphic whereas TFs all get a unique badge.
Only the Terra Volta and Thorn Tree trials, the others reward either merits only or a choice of merits or a special enhancement. -
No, but it would make it easier to find the supply that is available. It would need to be combined with other changes (such as the ability to set the level of random rolls) to truly increase the supply but it would be a start.
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Quote:The problem with implementing that sort of thing at this point is dealing with the salvage. If the salvage required is determined by character level that presents one set of problems due to different availability of salvage tiers and if it is fixed that presents another set, specifically the devs would need to try and balance the salvage requirements based on the actual distribution available on the market.I do think that level independent IOs would be a huge improvement, but that's more of a long term goal.
Personally I'd like to see something a little bit different. Eliminate all set IOs that have a level that isn't a multiple of 5 (existing ones would probably need to be grandfathered in, so this would only apply to new drops) and change the level for set bonus retention from 3 to 5. This would cluster the lower level IOs at specific levels while the increase in level range for set bonuses would mean that for any desired exemp level people can always go up to the nearest set IO level and have it work. -
If you want to be able to hold aggro well as a scrapper (especially against groups as opposed to a single target) then I'd strongly recommend one of the three secondaries with a taunt aura: Willpower, Invulnerability and Shield Defense. Unlike Tankers and Brutes the damage auras in Dark, Fire and Electricity don't get a taunt component when used by Scrappers.
Of the three with taunt auras I'd lean towards Shield. Willpower has a very weak taunt aura (especially when used by a Scrapper) and personally I think Shield works better with IOs than Invulnerability (although you can argue this one both ways). For Primary if you take BS or Kat you can softcap all three positions reasonably easily (you will probably want Weave though). -
Nope accuracy is the same for every AT. I suspect that either you were running at to high a difficulty for your accuracy slotting (i.e. +3 enemies only one accuracy SO) or you were fighting an enemy group with high defense (probably Nemesis).
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/macro Run "powexectoggleon Sprint$$powexectoggleon Ninja Run"
You actually have to press it twice, the first press will turn on Ninja Runa and the second Sprint.